FreeKill/lua/core/engine.lua

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-- SPDX-License-Identifier: GPL-3.0-or-later
--- Engine是整个FreeKill赖以运行的核心。
---
--- 它包含了FreeKill涉及的所有武将、卡牌、游戏模式等等
---
--- 同时也提供了许多常用的函数。
---
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---@class Engine : Object
---@field public packages table<string, Package> @ 所有拓展包的列表
---@field public package_names string[] @ 含所有拓展包名字的数组,为了方便排序
---@field public skills table<string, Skill> @ 所有的技能
---@field public related_skills table<string, Skill[]> @ 所有技能的关联技能
---@field public global_trigger TriggerSkill[] @ 所有的全局触发技
---@field public global_status_skill table<class, Skill[]> @ 所有的全局状态技
---@field public generals table<string, General> @ 所有武将
---@field public same_generals table<string, string[]> @ 所有同名武将组合
---@field public lords string[] @ 所有主公武将,用于常备主公
---@field public cards Card[] @ 所有卡牌
---@field public translations table<string, table<string, string>> @ 翻译表
---@field public game_modes table<string, GameMode> @ 所有游戏模式
---@field public currentResponsePattern string @ 要求用牌的种类(如要求用特定花色的桃···)
---@field public currentResponseReason string @ 要求用牌的原因(如濒死,被特定牌指定,使用特定技能···)
---@field public filtered_cards table<integer, Card> @ 被锁视技影响的卡牌
local Engine = class("Engine")
--- Engine的构造函数。
---
--- 这个函数只应该被执行一次。执行了之后会创建一个Engine实例并放入全局变量Fk中。
---@return nil
function Engine:initialize()
-- Engine should be singleton
if Fk ~= nil then
error("Engine has been initialized")
return
end
Fk = self
self.packages = {} -- name --> Package
self.package_names = {}
self.skills = {} -- name --> Skill
self.related_skills = {} -- skillName --> relatedSkill[]
self.global_trigger = {}
self.global_status_skill = {}
self.generals = {} -- name --> General
self.same_generals = {}
self.lords = {} -- lordName[]
self.cards = {} -- Card[]
self.translations = {} -- srcText --> translated
self.game_modes = {}
self.kingdoms = {}
self:loadPackages()
self:addSkills(AuxSkills)
end
local _foreign_keys = {
"currentResponsePattern",
"currentResponseReason",
"filtered_cards",
}
function Engine:__index(k)
if table.contains(_foreign_keys, k) then
return self:currentRoom()[k]
end
end
function Engine:__newindex(k, v)
if table.contains(_foreign_keys, k) then
self:currentRoom()[k] = v
else
rawset(self, k, v)
end
end
--- 向Engine中加载一个拓展包。
---
--- 会加载这个拓展包含有的所有武将、卡牌以及游戏模式。
---@param pack Package @ 要加载的拓展包
function Engine:loadPackage(pack)
assert(pack:isInstanceOf(Package))
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if self.packages[pack.name] ~= nil then
error(string.format("Duplicate package %s detected", pack.name))
end
self.packages[pack.name] = pack
table.insert(self.package_names, pack.name)
-- add cards, generals and skills to Engine
if pack.type == Package.CardPack then
self:addCards(pack.cards)
elseif pack.type == Package.GeneralPack then
self:addGenerals(pack.generals)
end
self:addSkills(pack:getSkills())
self:addGameModes(pack.game_modes)
end
--- 加载所有拓展包。
---
--- Engine会在packages/下搜索所有含有init.lua的文件夹并把它们作为拓展包加载进来。
---
--- 这样的init.lua可以返回单个拓展包也可以返回拓展包数组或者什么都不返回。
---
--- 标包和标准卡牌包比较特殊,它们永远会在第一个加载。
---@return nil
function Engine:loadPackages()
local directories = FileIO.ls("packages")
-- load standard & standard_cards first
self:loadPackage(require("packages.standard"))
self:loadPackage(require("packages.standard_cards"))
table.removeOne(directories, "standard")
table.removeOne(directories, "standard_cards")
for _, dir in ipairs(directories) do
if (not string.find(dir, ".disabled")) and FileIO.isDir("packages/" .. dir)
and FileIO.exists("packages/" .. dir .. "/init.lua") then
local pack = require(string.format("packages.%s", dir))
-- Note that instance of Package is a table too
-- so dont use type(pack) == "table" here
if type(pack) == "table" then
if pack[1] ~= nil then
for _, p in ipairs(pack) do
self:loadPackage(p)
end
else
self:loadPackage(pack)
end
end
end
end
end
--- 向翻译表中加载新的翻译表。
---@param t table @ 要加载的翻译表,这是一个 原文 --> 译文 的键值对表
---@param lang string|nil @ 目标语言默认为zh_CN
function Engine:loadTranslationTable(t, lang)
assert(type(t) == "table")
lang = lang or "zh_CN"
self.translations[lang] = self.translations[lang] or {}
for k, v in pairs(t) do
self.translations[lang][k] = v
end
end
--- 翻译一段文本。其实就是从翻译表中去找
---@param src string @ 要翻译的文本
function Engine:translate(src)
local lang = Config.language or "zh_CN"
if not self.translations[lang] then lang = "zh_CN" end
local ret = self.translations[lang][src]
return ret or src
end
--- 向Engine中加载一个技能。
---
--- 如果技能是global的那么同时会将其放到那些global技能表中。
---
--- 如果技能有关联技能,那么递归地加载那些关联技能。
---@param skill Skill @ 要加载的技能
function Engine:addSkill(skill)
assert(skill.class:isSubclassOf(Skill))
if self.skills[skill.name] ~= nil then
error(string.format("Duplicate skill %s detected", skill.name))
end
self.skills[skill.name] = skill
if skill.global then
if skill:isInstanceOf(TriggerSkill) then
table.insert(self.global_trigger, skill)
else
local t = self.global_status_skill
t[skill.class] = t[skill.class] or {}
table.insert(t[skill.class], skill)
end
end
for _, s in ipairs(skill.related_skills) do
self:addSkill(s)
end
end
--- 加载一系列技能。
---@param skills Skill[] @ 要加载的技能数组
function Engine:addSkills(skills)
assert(type(skills) == "table")
for _, skill in ipairs(skills) do
self:addSkill(skill)
end
end
--- 加载一个武将到Engine中。
---
--- 如果武将的trueName和name不同的话那么也会将其加到同将清单中。
---@param general General @ 要添加的武将
function Engine:addGeneral(general)
assert(general:isInstanceOf(General))
if self.generals[general.name] ~= nil then
error(string.format("Duplicate general %s detected", general.name))
end
self.generals[general.name] = general
if general.kingdom ~= "unknown" then
table.insertIfNeed(self.kingdoms, general.kingdom)
end
if general.name ~= general.trueName then
local tName = general.trueName
self.same_generals[tName] = self.same_generals[tName] or { tName }
table.insert(self.same_generals[tName], general.name)
end
end
--- 加载一系列武将。
---@param generals General[] @ 要加载的武将列表
function Engine:addGenerals(generals)
assert(type(generals) == "table")
for _, general in ipairs(generals) do
self:addGeneral(general)
end
end
local function canUseGeneral(g)
local r = Fk:currentRoom()
return not table.contains(r.disabled_packs, Fk.generals[g].package.name) and
not table.contains(r.disabled_generals, g)
end
--- 根据武将名称,获取它的同名武将。
---
--- 注意以此法返回的同名武将列表不包含他自己。
---@param name string @ 要查询的武将名字
---@return string[] @ 这个武将对应的同名武将列表
function Engine:getSameGenerals(name)
local tmp = name:split("__")
local tName = tmp[#tmp]
local ret = self.same_generals[tName] or {}
return table.filter(ret, function(g)
return g ~= name and self.generals[g] ~= nil and canUseGeneral(g)
end)
end
local cardId = 1
local _card_name_table = {}
--- 向Engine中加载一张卡牌。
---
--- 卡牌在加载的时候会被赋予一个唯一的id。从1开始
---@param card Card @ 要加载的卡牌
function Engine:addCard(card)
assert(card.class:isSubclassOf(Card))
card.id = cardId
cardId = cardId + 1
table.insert(self.cards, card)
if _card_name_table[card.name] == nil then
_card_name_table[card.name] = card
end
end
--- 向Engine中加载一系列卡牌。
---@param cards Card[] @ 要加载的卡牌列表
function Engine:addCards(cards)
for _, card in ipairs(cards) do
self:addCard(card)
end
end
--- 根据牌名、花色、点数,复制一张牌。
---
--- 返回的牌是一张虚拟牌。
---@param name string @ 牌名
---@param suit Suit @ 花色
---@param number integer @ 点数
---@return Card
function Engine:cloneCard(name, suit, number)
local cd = _card_name_table[name]
assert(cd, "Attempt to clone a card that not added to engine")
local ret = cd:clone(suit, number)
ret.package = cd.package
return ret
end
--- 向Engine中添加一系列游戏模式。
---@param game_modes GameMode[] @ 要添加的游戏模式列表
function Engine:addGameModes(game_modes)
for _, s in ipairs(game_modes) do
self:addGameMode(s)
end
end
--- 向Engine中添加一个游戏模式。
---@param game_mode GameMode @ 要添加的游戏模式
function Engine:addGameMode(game_mode)
assert(game_mode:isInstanceOf(GameMode))
if self.game_modes[game_mode.name] ~= nil then
error(string.format("Duplicate game_mode %s detected", game_mode.name))
end
self.game_modes[game_mode.name] = game_mode
end
--- 从已经开启的拓展包中,随机选出若干名武将。
---
--- 对于同名武将不会重复选取。
---
--- 如果符合条件的武将不够,那么就不能保证能选出那么多武将。
---@param num integer @ 要选出的武将数量
---@param generalPool General[] | nil @ 选择的范围,默认是已经启用的所有武将
---@param except string[] | nil @ 特别要排除掉的武将名列表,默认是空表
---@param filter fun(g: General): boolean | nil @ 可选参数若这个函数返回true的话这个武将被排除在外
---@return General[] @ 随机选出的武将列表
function Engine:getGeneralsRandomly(num, generalPool, except, filter)
if filter then
assert(type(filter) == "function")
end
generalPool = generalPool or self:getAllGenerals()
except = except or {}
for _, g in ipairs(self.packages["test_p_0"].generals) do
table.insert(except, g.name)
end
local availableGenerals = {}
for _, general in pairs(generalPool) do
if not table.contains(except, general.name) and not (filter and filter(general)) then
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if (not general.hidden and not general.total_hidden) and
#table.filter(availableGenerals, function(g)
return g.trueName == general.trueName
end) == 0 then
table.insert(availableGenerals, general)
end
end
end
if #availableGenerals == 0 then
return {}
end
local result = {}
for i = 1, num do
local randomGeneral = math.random(1, #availableGenerals)
table.insert(result, availableGenerals[randomGeneral])
table.remove(availableGenerals, randomGeneral)
if #availableGenerals == 0 then
break
end
end
return result
end
--- 获取已经启用的所有武将的列表。
---@param except General[] | nil @ 特别指明要排除在外的武将
---@return General[] @ 所有武将的列表
function Engine:getAllGenerals(except)
local result = {}
for _, general in pairs(self.generals) do
if not (except and table.contains(except, general)) then
if canUseGeneral(general.name) then
table.insert(result, general)
end
end
end
return result
end
--- 获取当前已经启用的所有卡牌。
---@param except integer[] | nil @ 特别指定要排除在外的id列表
---@return integer[] @ 所有卡牌id的列表
function Engine:getAllCardIds(except)
local result = {}
for _, card in ipairs(self.cards) do
if not (except and table.contains(except, card.id)) then
if not table.contains(self:currentRoom().disabled_packs, card.package.name) then
table.insert(result, card.id)
end
end
end
return result
end
--- 根据id返回相应的卡牌。
---@param id integer @ 牌的id
---@param ignoreFilter boolean @ 是否要无视掉锁定视为技,直接获得真牌
---@return Card @ 这个id对应的卡牌
function Engine:getCardById(id, ignoreFilter)
local ret = self.cards[id]
if not ignoreFilter then
ret = self.filtered_cards[id] or self.cards[id]
end
return ret
end
--- 对那个id应用锁定视为技将它变成要被锁定视为的牌。
---@param id integer @ 要处理的id
---@param player Player @ 和这张牌扯上关系的那名玩家
---@param data any @ 随意目前只用到JudgeStruct为了影响判定牌
function Engine:filterCard(id, player, data)
local card = self:getCardById(id, true)
if player == nil then
self.filtered_cards[id] = nil
return
end
local skills = player:getAllSkills()
local filters = self:currentRoom().status_skills[FilterSkill] or Util.DummyTable
if #filters == 0 then
self.filtered_cards[id] = nil
return
end
local modify = false
if data and type(data) == "table" and data.card
and type(data.card) == "table" and data.card:isInstanceOf(Card) then
modify = true
end
for _, f in ipairs(filters) do
if f:cardFilter(card, player) then
local _card = f:viewAs(card, player)
_card.id = id
_card.skillName = f.name
if modify and RoomInstance then
if not f.mute then
RoomInstance:broadcastSkillInvoke(f.name)
end
RoomInstance:doAnimate("InvokeSkill", {
name = f.name,
player = player.id,
skill_type = f.anim_type,
})
RoomInstance:sendLog{
type = "#FilterCard",
arg = f.name,
from = player.id,
arg2 = card:toLogString(),
arg3 = _card:toLogString(),
}
end
card = _card
end
if card == nil then
card = self:getCardById(id)
end
self.filtered_cards[id] = card
end
if modify then
self.filtered_cards[id] = nil
data.card = card
return
end
end
--- 获知当前的Engine是跑在服务端还是客户端并返回相应的实例。
---@return Room | Client
function Engine:currentRoom()
if RoomInstance then
return RoomInstance
end
return ClientInstance
end
--- 根据字符串获得这个技能或者这张牌的描述
---
--- 其实就是翻译了 ":" .. name 罢了
---@param name string @ 要获得描述的名字
---@return string @ 描述
function Engine:getDescription(name)
return self:translate(":" .. name)
end
return Engine